Homebrew Firebender (Subclass) Species Details
Bender Subclass
Firebenders transform their own energy into flame, directing it through aggressive movements, disciplined breathing, and relentless physical training.
Fire does not need to be found before it can be bent. A Firebender creates it from within. No lifetime is long enough to discover every possible expression of fire, but its most established forms include focused projectiles, burning weapons, defensive wheels of flame, internal ignition, lightning, and plasma.
Fire-Based Features
A Bender feature is Fire-based when it creates, manipulates, redirects, or deals damage using fire.
Whenever one of your Fire-based features causes fire to come into contact with a creature, that creature is subject to your Afterburn feature. This applies whether the contact is produced by an offensive, defensive, or persistent feature.
At 13th level, Cold-Blooded Fire allows you to convert your Fire-based features into Lightning-based features.
Level 3: One with Fire
The boon bestowed upon you by the Lion Turtle manifests as the ability to generate and freely bend fire, both in and outside combat.
You have a number of One with Fire uses equal to your Wisdom modifier + your proficiency bonus, to a minimum of one use. You regain all expended uses when you finish a Long Rest.
The following categories are not an exhaustive list of everything you can accomplish through Firebending. Instead, they provide the mechanical framework for its most fundamental and frequently practiced expressions.
When you use One with Fire, you can freely determine the appearance, movement, and exact shape of the flames within the limitations of the chosen category. If you attempt a fundamental form of Firebending not explicitly described below, the DM determines which category most closely represents it and resolves the effect using that category’s action type, range, damage, duration, and other limitations.
An effect that exceeds the scope of these fundamental categories must instead be created through Elemental Mastery, Supreme Bender, or another feature that specifically permits it.
Unless a category states otherwise, using one of the following categories expends one One with Fire use.
The damage of several categories increases as you gain Bender levels, as shown in the One with Fire table.
| Bender Level | One with Fire Damage | Sweeping Flame Damage |
|---|---|---|
| 3rd | 1d12 | 1d6 |
| 5th | 2d12 | 2d6 |
| 11th | 3d12 | 3d6 |
| 17th | 4d12 | 4d6 |
Flame Projectile
As an action, make a ranged Bending attack against a creature or object within 60 feet of yourself.
You can launch the flame as a single projectile or visually divide it into as many as twelve smaller projectiles. Regardless of how many projectiles you create, they must all travel toward the same target and use one attack roll.
On a hit, the target takes fire damage equal to your One with Fire Damage + your Wisdom modifier.
Expansive Projectile
Starting at 5th level, you can increase the projectile’s volume before releasing it.
Instead of making an attack roll, choose a point within 60 feet of yourself. The projectile travels in a straight line toward that point and erupts in a 15-foot-radius sphere, covering a circular area 30 feet across.
Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to your One with Fire Damage + your Wisdom modifier. On a successful save, it takes half as much damage.
You can use Expansive Projectile when this feature is converted into lightning by Cold-Blooded Fire.
Flame-Clad Limb
As a Bonus Action, you completely cover one of your arms, legs, or comparable extremities in fire without harming yourself.
You must maintain Concentration on this feature as if concentrating on a spell. It lasts for up to 1 minute.
Whenever you hit with a melee attack made using the burning extremity, the attack deals additional fire damage equal to your One with Fire Damage + your Wisdom modifier.
This additional damage applies to each successful melee attack made with the burning extremity.
If the attack involves a sweeping motion, such as a kick, slap, or wide weapon swing, a weaker wave of fire extends from the extremity in a 5-foot cone.
Each creature in the cone other than the original target must make a Constitution saving throw. On a failed save, a creature takes fire damage equal to your Sweeping Flame Damage. On a successful save, it takes half as much damage.
Any nonmagical object covering the burning extremity ignites and is destroyed unless it is immune to fire damage. The DM determines whether the flames spread to the rest of your equipment or surroundings.
HBB Note: You can always set multiple extremities, or your entire body, on fire for the love of the game, provided your DM kindly allows it.
Revolving Flame
As an action, you bend fire in a continuous circular motion around yourself, forming a rotating defense against approaching enemies and incoming projectiles.
You must maintain Concentration on this feature as if concentrating on a spell. It lasts for up to 1 minute.
For the duration, you gain a bonus to your Armor Class equal to your Wisdom modifier, to a minimum bonus of +1.
Whenever a creature enters the revolving fire for the first time on a turn, hits you with a melee attack, or otherwise makes direct contact with the flames, it is subject to Afterburn.
Starting at 7th level, when an attack roll is made against you, you can activate Revolving Flame as a Reaction. When activated in this way, its effects last until the start of your next turn and require no Concentration.
You must decide whether to use this Reaction before the outcome of the attack is known.
Lasting Fire
As an action, you concentrate your fire into a persistent shape.
You must maintain Concentration on this feature as if concentrating on a spell. It lasts for up to 1 hour and ends early when you use another Bender feature that requires bending gestures.
You can create a narrow, continuous jet of flame capable of heating, cutting, or melting an object, or you can shape the flame into a melee weapon no longer than a traditional longsword.
The DM determines how quickly a continuous flame damages or melts an object based on its material, thickness, and construction.
A fire weapon is a simple melee weapon with which you are proficient. You use your Bending attack modifier for its attack rolls. On a hit, it deals fire damage equal to your One with Fire Damage + your Wisdom modifier.
The weapon disappears if it leaves your grasp.
Fire Control
You can suppress, redirect, or strengthen existing flames.
Counterflame
When you can see a beam, line, or projectile of fire no wider than 3 feet before its attack roll, saving throw, or damage is resolved, you can use your Reaction and expend one One with Fire use to attempt to control it.
You must use this Reaction before learning the outcome of the effect.
After the fire’s damage is rolled, compare the result to one-fifth of your hit point maximum.
If the damage does not exceed one-fifth of your hit point maximum, choose one of the following effects:
You extinguish the fire completely.
Alternatively, you redirect it toward a creature, object, or point within 30 feet of its original path. The redirected fire retains its remaining range, damage, saving throw DC, attack bonus, and other effects.
If the rolled damage exceeds one-fifth of your hit point maximum, you fail to control the fire. Your Reaction and One with Fire use are expended, and the original effect continues normally.
Douse
As an action, you can expend one One with Fire use to extinguish nonmagical fire and fire created through a Bender feature within a 45-foot-radius sphere centered on a point you can see within 60 feet of yourself.
The flames disappear without producing smoke.
Feed the Flame
As an action, you can expend one One with Fire use to strengthen an existing fire you can see within 60 feet of yourself.
The fire expands outward by up to 15 feet from its current boundaries. The DM determines how the intensified fire interacts with the surrounding terrain, objects, and creatures.
Weight of My Heritage Bonus
When you use One with Fire, you can expend one use of Weight of My Heritage to replace its normal effect with an uninterrupted stream of fire.
As an action, you release the stream in a 15-foot cone. You must maintain Concentration on it as if concentrating on a spell, and it lasts until the start of your next turn.
When you activate the stream, choose Dexterity or Constitution. Each creature in the cone must make the chosen saving throw.
The stream strikes in six consecutive pulses, representing each second for which the creature is exposed to the flames.
On a failed save, the creature takes the damage shown in the table below six separate times. On a successful save, it takes half as much damage from each of the six damage instances.
Each pulse is treated as a separate instance of damage.
| Bender Level | Damage per Pulse |
|---|---|
| 5th | 1d8 + your Wisdom modifier |
| 11th | 1d10 + your Wisdom modifier |
| 17th | 1d12 + your Wisdom modifier |
A creature can be affected by only one set of six pulses from the same use of this feature.
Level 3: Pyrodynamo
Your ceaseless training teaches you how to build momentum in combat and release it as a violent ignition.
Warmed-Up
This part of the feature has no limited number of uses.
Whenever you hit with three consecutive attack rolls during combat, you become Warmed-Up.
While Warmed-Up, you gain a +1 bonus to your attack rolls.
You cease being Warmed-Up when you miss with an attack roll, use Fireburst, or combat ends. When you cease being Warmed-Up, your count of consecutive successful attacks resets to 0.
Fireburst
You can use Fireburst a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest.
While Warmed-Up, you can use a Bonus Action to erupt in fire.
When initiative is not active, you can instead use an action to activate Fireburst without first becoming Warmed-Up.
The fire fills a 20-foot-radius, 15-foot-high cylinder with you at the center of its base. Each other creature in the area must make a Dexterity saving throw.
On a failed save, a creature takes 4d8 + your Wisdom modifier fire damage. On a successful save, it takes half as much damage.
The damage increases to 6d8 at 13th level and 8d8 at 18th level.
After using Fireburst during combat, you cease being Warmed-Up and must achieve three new consecutive hits before you can become Warmed-Up again.
Weight of My Heritage Bonus
When you use Fireburst, you can expend one use of Weight of My Heritage to replace its normal explosion with an implosion followed by a stronger explosion.
Each other creature in the Fireburst area must first make a Strength saving throw.
On a failed save, a creature is pulled up to 15 feet toward you and takes fire damage equal to half the number of Fireburst damage dice, rounded down, + your Wisdom modifier. On a successful save, it takes half as much damage and is not pulled.
Immediately afterward, every creature in the Fireburst area must make a Dexterity saving throw.
On a failed save, a creature takes the normal Fireburst damage plus an additional 2d8 fire damage. On a successful save, it takes half as much damage.
Level 3: Afterburn
Whenever one of your Fire-based features causes fire to touch a creature, that creature must make a Constitution saving throw against your Bending save DC.
This applies even when the contact is caused by a defensive feature, redirected fire, persistent flame, or an effect that does not otherwise deal damage.
On a failed save, the creature catches fire.
At the start of each of its turns, the burning creature can attempt to douse the flames by repeating the saving throw. On a successful save, the flames end, and the creature takes no Afterburn damage that turn. On a failed save, it takes 1d4 fire damage.
The Afterburn damage increases to 1d6 at 13th level and 1d8 at 18th level.
Afterburn does not stack with itself. A creature can be forced to make no more than one initial Afterburn saving throw during the same turn.
Level 7: Blue Fire
Your increasing proficiency allows you to manifest blue fire that burns brighter and considerably hotter than ordinary flame.
Whenever you use a Fire-based feature, you can manifest its flames as blue fire.
Blue fire ignores resistance to fire damage. A creature with immunity to fire damage instead has resistance to damage dealt by your blue fire.
The range or maximum travel distance of a projectile, ray, beam, or similar ranged feature created with blue fire is reduced by 15 feet, to a minimum range of 5 feet.
Blue fire sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Level 7: A Burn Above
You learn to ignite what lies beyond the outer surface of a creature, object, or structure.
You can use this feature a number of times equal to your Wisdom modifier, to a minimum of once. You regain all expended uses when you finish a Long Rest.
As an action, touch one creature, object, or surface and choose one of the following options.
Beneath the Flesh
One creature within your reach must make a Constitution saving throw.
On a failed save, flames manifest beneath its outer surface, and it takes 8d6 + your Wisdom modifier fire damage. On a successful save, it takes half as much damage.
A creature that fails the saving throw also suffers Afterburn. The damage die of this Afterburn is 1d6 instead of its normal die.
Beyond the Surface
Touch one surface separating you from an enclosed space. The surface can be no thicker than 6 feet, or approximately 2 meters.
Flames immediately fill an area no larger than a 20-foot cube on the opposite side of the surface.
Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 8d6 + your Wisdom modifier fire damage. On a successful save, it takes half as much damage.
A creature that fails the saving throw also suffers the enhanced Afterburn described in Beneath the Flesh.
If the touched surface is thicker than 6 feet, the feature does not activate, and no use is expended.
Damage Scaling
The damage of A Burn Above increases as you gain Bender levels.
| Bender Level | Initial Damage | Enhanced Afterburn |
|---|---|---|
| 7th | 8d6 | 1d6 |
| 13th | 10d6 | 1d8 |
| 18th | 12d6 | 1d10 |
Weight of My Heritage Bonus
When you use Beneath the Flesh, you can expend one use of Weight of My Heritage to plant a hidden ignition seed instead of immediately dealing damage.
The target makes the Constitution saving throw normally. On a failed save, the seed is planted inside it for up to 72 hours. The target takes no immediate damage, feels nothing, and does not know that the seed exists.
A creature can contain only one of your ignition seeds at a time.
While the seed remains, you can detonate it once on any of your turns without using an action, regardless of the distance between you and the target, provided you are on the same plane of existence.
Detonating the seed requires no bending gestures. The target immediately takes the full damage of Beneath the Flesh without making another saving throw and suffers its enhanced Afterburn.
Your connection to the seed immediately ends if you have the Prone, Incapacitated, or Unconscious condition, begin sleeping or entering a trance, leave the target’s plane of existence, or plant another seed in that creature.
When the connection ends, the seed disappears harmlessly.
Level 13: Pure Plasma
You compress fire until it turns blue, becomes lightning, and finally reaches a state of pure plasma.
You can use this feature a number of times equal to your Wisdom modifier, to a minimum of once. You regain all expended uses when you finish a Long Rest.
As an action, make a ranged Bending attack against a creature or object within 60 feet of yourself.
On a hit, the target takes 10d10 + your Wisdom modifier force damage.
The plasma melts and vaporizes the immediate area of impact. The DM determines the extent to which an object, structure, piece of terrain, or creature’s equipment is damaged based on its material, size, and construction.
Although the ray passes through a lightning-like state while forming, it is pure plasma by the time it reaches its target. Pure Plasma is therefore neither Fire-based nor Lightning-based at the moment of impact and does not trigger Afterburn or Electrocute.
Pure Plasma cannot be converted into a Lightning-based feature through Cold-Blooded Fire.
Weight of My Heritage Bonus
When you use Pure Plasma, you can expend one use of Weight of My Heritage.
On a hit, the plasma produces an additional explosion in a 20-foot-radius sphere centered on the target.
Each creature in the area, including the original target, must make a Dexterity saving throw. On a failed save, a creature takes 10d4 fire damage. On a successful save, it takes half as much damage.
This explosion is Fire-based and can trigger Afterburn normally.
The DM determines the extent to which unattended objects and structures within the explosion are melted or vaporized.
Level 13: Cold-Blooded Fire
Your increasing mastery allows you to domesticate lightning itself.
By understanding the true nature of heat, you can transform the first flames produced by your body into lightning and bend it freely.
Lightning Bending
You can create and manipulate lightning through Element of Affinity, Elemental Mastery, and Supreme Bender as though lightning were your Element of Affinity.
These features use your normal Bending save DC, Bending attack modifier, damage dice, area limitations, and other class rules.
Whenever you use a Fire-based feature, you can convert it into a Lightning-based feature unless that feature states otherwise.
When you do so, all fire damage dealt by the feature becomes lightning damage. Any ordinary flames, burning terrain, or other lingering fire that the feature would have created are not produced unless the effect can logically persist as electricity.
A Lightning-based feature does not trigger Afterburn. It triggers Electrocute instead.
A feature cannot benefit from Blue Fire while it is Lightning-based.
Electrocute
Whenever a creature is hit or otherwise affected by one of your Lightning-based features, that creature must make a Constitution saving throw against your Bending save DC.
Every affected creature makes this saving throw separately, regardless of whether the feature targets one creature or affects multiple creatures in an area.
On a failed save, the creature has the Incapacitated condition until the end of its next turn.
Once a creature has been Incapacitated by Electrocute, it is immune to Electrocute until the end of its fifth turn after the effect ends.
Level 15: The Great Flame Serpent
You magnify fire into a towering, uncontrolled tornado shaped like an enormous scaled serpent.
You can use this feature twice. You regain all expended uses when you finish a Long Rest.
As an action, choose a point on the ground you can see within 60 feet of yourself.
A 30-foot-diameter, 50-foot-high tornado of fire forms at that point. You must maintain Concentration on it as if concentrating on a spell.
The serpent lasts until the start of your third turn after it appears, unless your Concentration ends earlier.
The chosen space must have at least 50 feet of unobstructed vertical room and must be connected to an atmosphere containing enough oxygen to sustain the flames.
If these requirements are not met, the feature does not activate, and no use is expended.
The Great Flame Serpent is uncontrolled. At the end of each of your turns, the DM determines a direction, and the serpent moves up to 20 feet in that direction. It stops early if it reaches a barrier it cannot destroy or pass through.
Serpent’s Pull
The serpent exerts its pull in a 60-foot Emanation originating from itself.
When the serpent appears, each creature in the Emanation, including you, must make a Dexterity saving throw.
A creature must also make this saving throw when it enters the Emanation for the first time during that use or when the serpent’s movement causes the Emanation to enter the creature’s space for the first time.
On a successful save, the creature is immune to the serpent’s pull for the remainder of that use.
On a failed save, the creature is caught in its currents. At the start of each of its turns while it remains within the Emanation, it is pulled up to 20 feet directly toward the serpent’s center.
Inside the Serpent
When a creature enters the serpent’s area for the first time on a turn or starts its turn there, it takes 15d4 fire damage.
A creature inside the serpent has the Restrained condition, is suspended within the flames, and moves with the serpent.
A Restrained creature can use its action to repeat the Dexterity saving throw. On a successful save, it escapes and is moved to the nearest unoccupied space outside the serpent. Its action is expended regardless of the result.
A creature can take the serpent’s damage only once per turn.
The Great Flame Serpent does not distinguish between allies and enemies.
Weight of My Heritage Bonus
When you activate The Great Flame Serpent, you can expend one use of Weight of My Heritage to melt the foundation beneath the battlefield instead of creating the serpent.
Choose a point on the ground within 60 feet of yourself. Fire surges beneath a 60-foot-diameter area centered on that point, melting it into a crater up to 20 feet deep.
Each creature standing in the area must make a Dexterity saving throw.
On a failed save, a creature takes 15d6 fire damage. On a successful save, it takes half as much damage.
The affected ground permanently becomes Difficult Terrain. Creatures and unsecured objects on the surface descend with the collapsing ground into the crater.
This effect is instantaneous and requires no Concentration.
Level 18: Garden of Flames
You demonstrate ultimate mastery of fire by transforming the battlefield into a living garden of flame.
You can use this feature once. You regain its expended use when you finish a Long Rest.
As an action, choose a point you can see within 120 feet of yourself.
Flames immediately fill a 120-foot-diameter, 60-foot-high cylinder centered on that point. The garden extends 60 feet from its center in every horizontal direction.
Intertwined chains of fire form around its borders, while countless flowers made from flames of different colors bloom throughout the interior.
Each flower grows to Large size within seconds before releasing luminous pollen that rains through the garden as burning embers.
You must maintain Concentration on the garden as if concentrating on a spell.
The garden lasts until the start of your third turn after it appears, unless your Concentration ends earlier.
When the garden appears, whenever a creature enters it for the first time on a turn, and whenever a creature starts its turn there, that creature must make a Dexterity saving throw with disadvantage.
On a failed save, the creature takes 20d6 fire damage. On a successful save, it takes half as much damage.
A creature can take this damage only once per turn.
You are immune to the flames and all other effects created by your own Garden of Flames.
Weight of My Heritage Bonus
When you activate Garden of Flames, you can expend one use of Weight of My Heritage to prepare its final ascent.
When the garden’s duration ends, the entire garden rises 200 feet into the air over the course of 1 round, carrying every creature and unsecured object still inside it.
At the start of your next turn, the garden crumbles with a deafening sound and transforms into twelve descending fireballs.
Choose twelve points within a 90-foot-radius area directly beneath the garden. Each fireball explodes in a 20-foot-radius sphere centered on one of those points.
Each creature in an explosion must make a Dexterity saving throw. On a failed save, it takes 8d6 fire damage. On a successful save, it takes half as much damage.
A creature can be affected by only one of these twelve explosions.
After the explosions are resolved, every creature and object carried upward by the garden falls unless it can remain aloft.
Firebender (Subclass) Traits
Firebenders generate and freely shape flames, ignite enemies with Afterburn, master blue fire and lightning, and unleash devastating plasma, firestorms, and living infernos.
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